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Post by yaznokumf on Apr 28, 2014 12:16:46 GMT -5
Does Offense and Defense have caps? or can it theoretically continue to go up forever? or as close to forever as you can get? If I was a merchant and trained combat, would there reach a point were I couldn't improve any more? As a warrior, at somepoint it is going to be hard to find something you can still miss, and that can still hit you, but I'm assuming as one of the weaker classes that isn't as much of a problem.
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Post by mekillot on Apr 28, 2014 21:27:54 GMT -5
Does Offense and Defense have caps? or can it theoretically continue to go up forever? or as close to forever as you can get? If I was a merchant and trained combat, would there reach a point were I couldn't improve any more? As a warrior, at somepoint it is going to be hard to find something you can still miss, and that can still hit you, but I'm assuming as one of the weaker classes that isn't as much of a problem. Offense/Defense caps the same for everyone, at 100. Skilling up offense for weapons is easier for guilds that don't have weapon skills. As a merchant it's not hard at all to cap, but it is a time sink. To "truely" cap is a huge waste of time though. Good luck finding enough erdlu or snakes to max out offense for every attack type. Good luck finding enough of anything but humanoids/mammals actually. Defense is much easier to raise. Getting hit isn't something you have to go to the end of the known for. Everything softcaps at 100 (by this I mean it's technically possible to get some skills over 100 with items), base offense and defense included. Problem is, once you get up high enough, it's basically impossible to go any higher cause you don't miss/get hit anymore. This is why you hear of 50+ day warriors fighting things lying down and unarmed - they're up against the wall ranks of late-stage combat skills. I don't think any items (that players will get) raise offense/defense. The staff are hugely reluctant to add that kind of thing. There are temporary offense/defense boosting things though. Meditations/Potions/Spells/Spice 50+ day warriors fight unarmed for a different reason, and no other guild has to do this, except maybe pickpockets/assassins. It's more like 8+ day warriors actually. Warrior weapon skills cap at 70 or 80. Most skills don't cap at 100. Also, semantics here, but from my Ultima Online days... Softcap refers to a point in which skills receive a penalty to raising. Arm doesn't have softcaps. Hardcap is where a skill cannot be raised more. 100 would be a hardcap on all skills Cap would be where skills cap without items, in this game. Softcap doesn't apply. Skills follow a linear downward curve to their chance to raise on failure.
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Post by snorpborp on Apr 28, 2014 21:38:24 GMT -5
50+ day warriors fight unarmed for a different reason, and no other guild has to do this, except maybe pickpockets/assassins. It's more like 8+ day warriors actually. Wait which reason is this?
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Post by yaznokumf on Apr 28, 2014 21:42:17 GMT -5
So would a merchant with 100 off/def and no weapon skills (except duel wield/shield use/two-handed) be able to beat like a 3 day warrior? How about something like a beetle or spiders? Just curious where that would put them.
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Post by mekillot on Apr 28, 2014 21:43:54 GMT -5
50+ day warriors fight unarmed for a different reason, and no other guild has to do this, except maybe pickpockets/assassins. It's more like 8+ day warriors actually. Wait which reason is this? Due to the way Parry works.
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Post by mekillot on Apr 28, 2014 21:47:55 GMT -5
So would a merchant with 100 off/def and no weapon skills (except duel wield/shield use/two-handed) be able to beat like a 3 day warrior? How about something like a beetle or spiders? Just curious where that would put them. That merchant would soundly trash the average 3 day warrior. Maybe hold his own against a serious twink. Tough merchants can kill carru for sure. Edit Actually, thinking about it some more, they might be able to kill beetles. They would likely handle any three day warrior too. Defense also gives you a better armor rating from the items you wear. They'd be a ahead of a warrior who just got master parry in combat, generally. At that point most warriors can take on beetles. Spiders are more accurate, but the mega merchant might be able to kill them too.
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Deleted
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Post by Deleted on Apr 28, 2014 22:28:18 GMT -5
For the record, a "lot" of items offer def/off. Some weapons like for example guardless blades, offer defense penalty and offense bonus. Most knives that people think gives a bonus to backstab, dont. But they do give a bonus to offense.
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Post by mekillot on Apr 29, 2014 1:19:38 GMT -5
For the record, a "lot" of items offer def/off. Some weapons like for example guardless blades, offer defense penalty and offense bonus. Most knives that people think gives a bonus to backstab, dont. But they do give a bonus to offense. Raising offense helps you do things like bash people. That knife that raises offense raises your ability to kick? I think it' much simpler to assume that it raises the appropriate skill. For a fact some items do raise a skill, and not off/def. I've worked with staff with mastercrafting bonuses, and you can flat out ask for them to add a certain bonus. What about armor that raises defense to say bash? It would also raise your chance to reverse a disarm? Dodge a kick? Since it would raise defense? It doesn't make sense for them to code things that way. It's far more likely and simple to code them for w/e skill they wanted them to give a bonus in. Some weapons might give +parry and +weapon skill. Armor might have +bash. If they gave off/def then that effect would be noticeable for too many other skills. If someone has looked at item stats before, then chime in.
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Post by lulz on May 2, 2014 21:50:55 GMT -5
Mek, there are weapons in game that raise your offense/defense. Trust us.
PM me if you want specifics. I'm hesitant to post here because they'll just be nerfed.
Perhaps I should have prefaced with something along the lines of: "If I know you well enough to trust you." Unfortunately, I don't know the majority of the people hitting me up on PMs asking what cool loot in the game adds offense/defense.
Stick around awhile. Contribute. Don't lurk.
Do that and I'll hook you up.
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Post by topkekm8s on May 3, 2014 15:24:21 GMT -5
its true he will
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MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
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Post by MartenBroadcloak on May 3, 2014 15:25:31 GMT -5
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Post by magickermarco on May 4, 2014 10:17:40 GMT -5
Interesting, I'm sure the vast majority will be magical though I would assume?
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Post by tektolnes on May 7, 2014 12:16:52 GMT -5
Interesting, I'm sure the vast majority will be magical though I would assume? Nope. Just read the mdesc of an item. If it says "this seems like it would be helpful for catching or turning blows" than it most likely will do just that. Plenty of armor/gear adds to offense, defense, parry etc. As far as I know these bonuses are usually fairly small, so you likely won't notice their effects, but used strategically you can bump your skills a few points, which is never a bad thing.
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MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
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Post by MartenBroadcloak on May 8, 2014 0:46:46 GMT -5
Wait which reason is this? Due to the way Parry works. Wait how does Parry work?
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Post by mekillot on May 8, 2014 11:55:59 GMT -5
Due to the way Parry works. Wait how does Parry work? For whatever reason it will stop defense from raising. The same way shields stop parry from raising. It's the reason why people think rangers have better defenses then warriors. For the average player Rangers will have defense raising from day 0, until they branch parry. Warriors will rarely see a defense skill up, because they have parry and use weapons from day 0.
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